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https://gitlab.com/veloren/veloren.git
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202 lines
5.1 KiB
GLSL
202 lines
5.1 KiB
GLSL
#include <random.glsl>
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const float PI = 3.141592;
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const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.02, 0.08, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.02, 0.01, 0.3);
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const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0);
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const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0);
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const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
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const vec3 SKY_DUSK_MID = vec3(0.35, 0.1, 0.15);
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const vec3 SKY_DUSK_BOT = vec3(0.0, 0.1, 0.13);
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const vec3 DUSK_LIGHT = vec3(3.0, 1.5, 0.3);
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const vec3 SUN_HALO_DUSK = vec3(0.6, 0.1, 0.0);
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const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
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const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
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const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
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const vec3 NIGHT_LIGHT = vec3(0.002, 0.01, 0.03);
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vec3 get_sun_dir(float time_of_day) {
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const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
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float sun_angle_rad = time_of_day * TIME_FACTOR;
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return vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
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}
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vec3 get_moon_dir(float time_of_day) {
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const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
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float moon_angle_rad = time_of_day * TIME_FACTOR;
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return -vec3(sin(moon_angle_rad), 0.0, cos(moon_angle_rad));
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}
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const float PERSISTENT_AMBIANCE = 0.1;
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float get_sun_brightness(vec3 sun_dir) {
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return max(-sun_dir.z + 0.6, 0.0) * 0.9;
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}
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float get_moon_brightness(vec3 moon_dir) {
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return max(-moon_dir.z + 0.6, 0.0) * 0.07;
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}
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void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light, float diffusion) {
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const float SUN_AMBIANCE = 0.1;
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vec3 sun_dir = get_sun_dir(time_of_day);
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vec3 moon_dir = get_moon_dir(time_of_day);
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float sun_light = get_sun_brightness(sun_dir);
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float moon_light = get_moon_brightness(moon_dir);
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// clamp() changed to max() as sun_dir.z is produced from a cos() function and therefore never greater than 1
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vec3 sun_color = mix(
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mix(
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DUSK_LIGHT,
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NIGHT_LIGHT,
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max(sun_dir.z, 0)
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),
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DAY_LIGHT,
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max(-sun_dir.z, 0)
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);
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vec3 moon_color = vec3(0.1, 0.1, 1) * 1.5;
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vec3 sun_chroma = sun_color * sun_light;
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vec3 moon_chroma = moon_color * moon_light;
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light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
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diffuse_light =
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sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.6 + 0.4, 0.0), diffusion) +
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moon_chroma * mix(1.0, pow(max(dot(-norm, moon_dir), 0.0), 2.0), diffusion) +
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PERSISTENT_AMBIANCE;
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ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light);
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}
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// This has been extracted into a function to allow quick exit when detecting a star.
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float is_star_at(vec3 dir) {
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float star_scale = 30.0;
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for (int i = 0; i < 2; i ++) {
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for (int j = 0; j < 2; j ++) {
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for (int k = 0; k < 2; k ++) {
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// Star positions
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vec3 pos = (floor(dir * star_scale) + vec3(i, j, k) - vec3(0.5)) / star_scale;
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// Noisy offsets
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pos += (3.0 / star_scale) * rand_perm_3(pos);
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// Find distance to fragment
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float dist = length(normalize(pos) - dir);
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// Star threshold
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if (dist < 0.0015) {
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return 1.0;
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}
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}
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}
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}
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return 0.0;
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}
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vec3 get_sky_color(vec3 dir, float time_of_day, bool with_stars) {
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// Sky color
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vec3 sun_dir = get_sun_dir(time_of_day);
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vec3 moon_dir = get_moon_dir(time_of_day);
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// Add white dots for stars. Note these flicker and jump due to FXAA
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float star = 0.0;
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if (with_stars) {
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star = is_star_at(dir);
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}
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// Replaced all clamp(sun_dir, 0, 1) with max(sun_dir, 0) because sun_dir is calculated from sin and cos, which are never > 1
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vec3 sky_top = mix(
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mix(
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SKY_DUSK_TOP + star,
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SKY_NIGHT_TOP + star,
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max(pow(sun_dir.z, 0.2), 0)
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),
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SKY_DAY_TOP,
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max(-sun_dir.z, 0)
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);
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vec3 sky_mid = mix(
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mix(
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SKY_DUSK_MID,
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SKY_NIGHT_MID,
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max(pow(sun_dir.z, 0.2), 0)
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),
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SKY_DAY_MID,
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max(-sun_dir.z, 0)
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);
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vec3 sky_bot = mix(
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mix(
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SKY_DUSK_BOT,
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SKY_NIGHT_BOT,
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max(pow(sun_dir.z, 0.2), 0)
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),
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SKY_DAY_BOT,
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max(-sun_dir.z, 0)
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);
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vec3 sky_color = mix(
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mix(
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sky_mid,
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sky_bot,
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pow(max(-dir.z, 0), 0.4)
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),
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sky_top,
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max(dir.z, 0)
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);
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// Sun
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const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 200.0;
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vec3 sun_halo_color = mix(
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SUN_HALO_DUSK,
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SUN_HALO_DAY,
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max(-sun_dir.z, 0)
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);
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vec3 sun_halo = pow(max(dot(dir, -sun_dir) + 0.1, 0.0), 8.0) * sun_halo_color;
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vec3 sun_surf = pow(max(dot(dir, -sun_dir) - 0.001, 0.0), 3000.0) * SUN_SURF_COLOR;
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vec3 sun_light = (sun_halo + sun_surf) * clamp(dir.z * 10.0, 0, 1);
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// Moon
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const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 500.0;
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vec3 moon_halo_color = vec3(0.01, 0.01, 0.02);
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vec3 moon_halo = pow(max(dot(dir, -moon_dir) + 0.1, 0.0), 8.0) * moon_halo_color;
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vec3 moon_surf = pow(max(dot(dir, -moon_dir) - 0.001, 0.0), 3000.0) * MOON_SURF_COLOR;
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vec3 moon_light = clamp(moon_halo + moon_surf, vec3(0), vec3(clamp(dir.z * 3.0, 0, 1)));
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return sky_color + sun_light + moon_light;
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}
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float fog(vec3 f_pos, vec3 focus_pos, uint medium) {
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float fog_radius = view_distance.x;
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float mist_radius = 10000000.0;
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float min_fog = 0.5;
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float max_fog = 1.0;
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if (medium == 1u) {
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mist_radius = 96.0;
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min_fog = 0.0;
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}
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float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius;
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float mist = distance(f_pos, focus_pos) / mist_radius;
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return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
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}
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